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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Aldarc" data-source="post: 7572941" data-attributes="member: 5142"><p>It's difficult to take this assertion seriously when 1) you are arguing from a position of ignorance about a play preference you self-admittedly have mostly second-hand exposure to online and minimal to zero actual play experience, and 2) you demonstrate repeated lack of good faith arguments about story-narrative play styles. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>I believe that even [MENTION=82106]AbdulAlhazred[/MENTION] and [MENTION=16814]Ovinomancer[/MENTION] had noted how one side seems to have more experiential awareness of other playstyles than the other side. And this can be a glaring weakness when one side attempts to argue how those games would operate under such game design principles and mechanics. </p><p></p><p>That said, consider most things with a serialized format. Generally there are multiple points of dramatic conflict throughout a series. There will dramatic conflict that is the forefront of the episode. There will be dramatic conflict in the backdrop of the episode. (Usually A, B, and maybe C plots.) There will be dramatic conflict centered around lengthy character arcs. There will be dramatic conflict centered around narrative or story arcs. There will be dramatic conflict between characters. This drama will overlap, crisscross, and branch. Some storylines will naturally slow down in favor of other storylines. Over the long term, we are not looking at a plateau, but, rather, a mountain range containing peaks, valleys, and hills. </p><p></p><p>It's also silly to argue against the principle to "top whatever you did before" while lauding a game where monsters have an increasing difficulty challenge rating that encourages players to engage a level-based treadmill where they will top what they did before in their encounters as they level. The entirety of D&D's character and encounter design is rooted in increasingly "topping" prior things. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>This falsifiable assertion seems at odds with [MENTION=42582]pemerton[/MENTION]'s lengthy campaigns that he has run using 4e with story now approaches.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7572941, member: 5142"] It's difficult to take this assertion seriously when 1) you are arguing from a position of ignorance about a play preference you self-admittedly have mostly second-hand exposure to online and minimal to zero actual play experience, and 2) you demonstrate repeated lack of good faith arguments about story-narrative play styles. :erm: I believe that even [MENTION=82106]AbdulAlhazred[/MENTION] and [MENTION=16814]Ovinomancer[/MENTION] had noted how one side seems to have more experiential awareness of other playstyles than the other side. And this can be a glaring weakness when one side attempts to argue how those games would operate under such game design principles and mechanics. That said, consider most things with a serialized format. Generally there are multiple points of dramatic conflict throughout a series. There will dramatic conflict that is the forefront of the episode. There will be dramatic conflict in the backdrop of the episode. (Usually A, B, and maybe C plots.) There will be dramatic conflict centered around lengthy character arcs. There will be dramatic conflict centered around narrative or story arcs. There will be dramatic conflict between characters. This drama will overlap, crisscross, and branch. Some storylines will naturally slow down in favor of other storylines. Over the long term, we are not looking at a plateau, but, rather, a mountain range containing peaks, valleys, and hills. It's also silly to argue against the principle to "top whatever you did before" while lauding a game where monsters have an increasing difficulty challenge rating that encourages players to engage a level-based treadmill where they will top what they did before in their encounters as they level. The entirety of D&D's character and encounter design is rooted in increasingly "topping" prior things. :p This falsifiable assertion seems at odds with [MENTION=42582]pemerton[/MENTION]'s lengthy campaigns that he has run using 4e with story now approaches. [/QUOTE]
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